Thank You For Flying Egalitair

The current issue of Newsweek magazine had a column that, like so many things, caught my attention momentarily, but, unlike most things, actually held it for a few minutes. In Steven Levy’s The Technologist column, he’s written a piece about an upcoming game for the Xbox 360 (though he spells it "PS2") called Guitar Hero.

Instead of a traditional controller, Guitar Hero uses a replica guitar, or "axe" to use the vernacular. Instead of strings, there are a series of buttons along the frets for the left hand, and a strummy bit and whammy bar for the right. The object of the game is to "play along" with music on screen by pressing the fret-buttons and the strummy bit in time with the color-coded prompts, then totally wailing on the whammy bar when it comes time for some sick shredding. The gameplay is a bit like the game Simon, but with a guitar instead of a thing that looks like Dr. Theopolis’ intellectually stunted younger brother.  

The part of the piece that really got me thinking was what people in the journalism business (called "journos" by my friends in the PR business) call a "pull quote". This particular pull quote reads "If a teenager can become a make-believe guitar hero, will he ever bother to master the real thing?"

I thought this was a really interesting question … when is the simulated experience "enough"? Will Guitar Hero lead to a national hair-band deficit? To badly paraphrase the character Syndrome from the movie The Incredibles, if everyone can be talented, will anyone?

Levy’s column quotes the game’s developer as saying that the intent " … is to provide the thrills of real musicianship to those who would not otherwise have the opportunity." In other words, it is, in effect, a guitar simulator, which will start to slowly drag me around to the closest thing I’ve got to a point.

Now, I fancy myself a musician (not precisely in the same way that I sometimes fancy myself the Archbishop of Canterbury), and dabble in a number of instruments, but not even the most charitable or hard of hearing would ever use the term "hero" to describe my talent. In fact, if musicians were superheroes, with Batman and Superman jammin’ in the Hall of Justice, you’d find me in purple tights dressed as Zan in a drunken Wonder Twins cover band, working for free pork sandwiches in a bar on the bad side of Gotham.

But I digress.

Anyway, I’ve played Guitar Hero a couple of times. It is strangely addicting – a less humiliating Dance, Dance Revolution for the moderately sedentary. But, interestingly, my pre-existing and non-boastworthy musical prowess didn’t give me any advantage when it came to gameplay – for the first two or three minutes, I was actually worse at pretending to be a guitar player than I am at being a guitar player. By minute four, I was less humiliated, and, after a half hour or so, the noise I was making was considerably better than anything I’m capable of in reality. While this was satisfying on some levels, I wasn’t really developing any skills that would help me the next time I picked up the real thing. But, it’s important to point out that it also didn’t discourage me from playing – for me, Guitar Hero’s virtual experience was largely detached from the real thing.

So what in the name of Eddie Van Hendrix does this have to do with Flight Simulator? Well, the parallels are pretty obvious, I suppose, so I’m more interested in the differences.

First of all, flying can be a dangerously unforgiving activity whereas being a bad musician is very rarely fatal – I’m living proof of that.

Second, flying is very expensive. Not that music lessons aren’t, but just about anyone can pick up a cheap used guitar at a yard sale and use it to make some noise. Even if they sound as bad as, say, Nickelback, they are actually playing a guitar, possibly even for less than the price of the game. The retail cost of Flight Simulator X will pretty easily get you an introductory flying lesson, but that’s a one-time thing.

Finally, even on the most basic of setups, Flight Simulator can teach you a lot about flying an airplane. What you learn about navigation, avionics, traffic patterns, etc, by using FS can actually help you learn to be a better pilot.  Flight simulation in general is used in training pilots of all kinds – the next time you get on an airliner, bear in mind the the copilot might be flying, and it’s entirely possible that they’ve never been in this kind of airplane before, having done all their training in a simulator with lower-quality visuals (but better flight models and frame rates that are about $30 million higher) than FSX. When properly applied, flight simulation can develop talent while a game like Guitar Hero presents itself as an unapologetic (and rightfully so) substitute for talent.

So what about Levy’s question when applied to Flight Simulator? If someone can become a virtual pilot, will they ever bother to master the real thing? Well, given the fact that we have many more customers than there are pilots in the world, the answer appears to be a qualified "maybe". We hear from FS customers all the time who have used it to learn more about flying, or who were inspired to go on and become pilots. Others may be former pilots, or those that otherwise don’t fly because of other circumstances. But, obviously, the numbers don’t lie – some significant percentage of our customer base use Flight Simulator instead of actually flying.

After thinking out loud about this, my remaining question is "Does it matter?" While there appears to be no shortage of guitar players, there has been a decline in the overall number of pilots. However, there is no evidence to suggest that a product like Flight Simulator makes the real thing any less appealing – the fact that a lot of people can credibly recreate the experience of flying an airplane on their PC does nothing to devalue my skills as a genuine certified aviator. I’m every bit as pretentious and overly full of myself as I’ve always been.

So, whether you fly airplanes or computers, or both, whether you play a vintage Les Paul Goldtop or a Playstation, or both, everybody invests something a little different in the experience, and sees different rewards. As I see it, the awareness and enthusiasm raised and expressed in the virtual world will ultimately enhance the real one, and not detract from it.

Several paragraphs ago, I threatened that there would be some kind of a point to this, and, since I’m too lazy to edit, I’ll try to deliver:

As long as you’re not hurting anyone, not crashing innocent airplanes that I might want to fly myself one day, and not reviving disco … and most importantly having fun, then the difference between real and virtual isn’t all that important. Unless your parents disagree that is – if they tell you to get off the couch and go outside, you probably should. Oh, and, umm … winners don’t do drugs.

Posted in Flight Sim Centric | 4 Comments

Win a Suborbital Trip

 .:: From Aero-News ::.

Microsoft Kicks Off High-Flying Vista Promotion

We’re giving away a trip into space. Or, at least, just barely up to space. Which would still be fantastic. I’d give Brett’s left …  shoe to go.

Here’s the "good" part:

"Employees of Microsoft Corporation, its respective affiliates, subsidiaries, prize suppliers, promotion, advertising and promotional agencies, and the immediate family members and persons living in the households of each are not eligible to enter."

That’s it.

I quit.

Unless our stock price goes up to the point where I can just pay cash …

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There Are Hungry Children in the World Who Don’t Even Have Offices!

So you won’t find me complaining about the fact that I’ve moved to a new spot in our building, a converted conference room that has been subdivided in what I’m forced to admit is a respectable manner. not cubes, but not quite separate rooms either.

As soon as Brett learns to whisper on the phone, or I go deaf, it will be surprisingly peaceful up here on the second floor. We (the community team, in order to form a more perfect union … ) have our own conference table right in the middle, which is nice. There’s even a picture of us in our first official meeting:

I’m the one with the evil goatee and the RCAF shirt. Also pictured, from L to R: other people.

In other news, we’re talking a lot more about Train Simulator these days, at least out loud. I won’t be working on it directly – in fact, we’re looking to hire a "Train Sim Hal" – but it’s nice to see the franchise revived.

As far as FSX is concerned, work on Service Pack 1 continues apace, and the early performance benchmarks have me feeling cautiously optimistic. Why cautiously? Because I spent 8+ years as a Test Engineer, and 7 years as a police officer before that, which means I don’t trust anyone or anything at all ever.

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Where Have I Been?

 
Toronto, Oshawa, Guelph, Burlington, Denver, Minneapolis, Oshkosh, Berlin, San Francisco, Amsterdam, Frankfurt, Leipzig, Munich, Copenhagen, Barcelona, Palm Springs, Newark, Birmingham … Not a bad 7 months, all told. Though I really need to go more places that rhyme.
 
And now, I’ve moved from dry-old Technet to the fun vibrance of Spaces (not affiliated with MySpace, so you almost certainly won’t be seeing me on Dateline’s "To Catch a Predator"). Plus, this ol’ blog o’mine has a new name that is considerably less falutin’ … 
 
Now that this is up and running, Flight Simulator X is launched and travel has transformed into something sane and predictable, I’ll be the Baron of Blogmoor. If it kills me.
 
Many thanks to my patient readership of several …
 
Posted in Flight Sim Centric | 2 Comments

(com)Promising Transitions

(From the archive – 5/25/06)

Posting here after two and a half months feels a little like coming home after a vacation and discovering that you left your front door open  . . . there’s just so little actually here!

That should change, for the better, here pretty soon. It seems I’m leaving the ranks of the Flight Sim Test team after 8 years. To see what I’m up to now, and to get a hint about one of my first tasks in my new role, head over to: http://www.fsinsider.com/Community/From-the-Team/

I’ll be doing a lot of writing over there (if it isn’t obvious, I’ve already written a piece or two) and then, if my new boss has his way, I’ll head back here to make fun of what I wrote over there.

Or something like that.

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Lucy in the Sky Without a Man

(From the Archive – 3/6/06)

There was another interesting post at AVSIM the other day, that the author also emailed to us at tell_fs@microsoft.com, in which he offered suggestions for a "Wife Edition" of Flight Sim. It was full of jokes about shopping, shoes, housework, hair and make-up, etc. The full thread may be found here.

I don’t want to pick on the author, whom I’ll call "Andre" just as his parents did. I’ll give him the benefit of the doubt and assume he was just having a bit of innocent, if anachronistic, fun. Judging by the subsequent comments on the thread, those that responded had a good laugh along with him.

However, since the topic of women in aviation combines the two things I spend all of my time thinking about anyway, I thought maybe I’d dust off the bully pulpit and chime in.

I’ve never actually seen any customer data of ours broken down by gender, but it’s probably safe to assume that our customers are largely, probably even overwhelmingly, male.

I won’t presume to suggest that the gender distribution of our customer base breaks down the same as it does in the world of licensed pilots – for one thing, we have more customers than there are pilots in the world, so extrapolation can’t always be trusted – but it is interesting to note that, in the US, less than 6% of all licensed pilots are women.

The more interesting (or at least heartening) number to me is that 12% of all student (read: potential) pilots are women – hopefully, that figure will trickle up in the future and maybe we’ll see the overall numbers continue to slowly change.

Do I think that would be a good thing? Absolutely, if for no other reason than it would mean more women would see what they’re missing.

Regardless, it’s clear that men outnumber women in real world aviation, so it’s not likely unreasonable to assume that they do so in the virtual world as well. (Note to my long-time pal Katy Pluta: Stand fast!)

With all that in mind, here are some editions of Flight Simulator I’d like to see before we get to the Robert Young / Jane Wyatt Father Knows Best special commemorative release:

Flight Simulator 1911: The Harriet Quimby Edition – Hurry up and get your pilot’s license before men let you vote!

Flight Simulator 1921: The Bessie Coleman Edition – Learn to fly in another country, because your gender and your race prevent you from training at home.

Flight Simulator Golden Age of Air Racing: The Jackie Cochran, Amy Johnson, and Pancho Barnes Edition – Fly faster and farther than lots of people, even some miserable blank-knocking men!

Combat Flight Simulator 4: The Night Witches Edition – Fly as many as 10 missions a night, dead stick over enemy lines, hand dropping bombs on the enemy before gliding to safety back in the USSR – all as a woman.

Space Simulator 2: The Valentina Tereshkova / Eileen Collins Edition – Fly Vostok 6 and the US Shuttles Discovery and Columbia on critically low levels of testosterone. (We could also do a pretty interesting Mercury 13 add-on.)

Flight Simulator 2006: The Nicole Malachowski Edition – After working your way up through US Air Force pilot training and becoming an instructor on the F-15E Strike Eagle, transition to the F-16C, and try your hand as Thunderbird 3. (By coincidence, Malachowski is Polish for "Better pilot than you.")

I could go on and on, especially if the criteria were expanded to include some women who may not be quite as famous, yet . . . Anne, Laurel, Bette, Michelle, Beth, Kirstin, Jennifer, etc. In the meantime, at least Flight Simulator 2004 includes nods to Amelia, Patty, and Martha.

With that, I suppose I have made my point with typically clumsy sincerity. Special thanks to my wife (the world’s best navigator) and all my girlfriends for appreciating aviation, even when it doesn’t happen to be pink and covered with butterflies.

This post was not sponsored in full or in part by the 99’s, Women in Aviation, Women Fly, or the He-Man Woman Haters Club.

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And Here’s Another Clue for You All …

(From the Archive – 2/23/06)

The Walrus was Paul!

Welcome Paul Lange, FSX Lead Designer, to the world of blogging. Paul is a pilot (lives on a private airport, just like I . . . used to) and brings some great enthusiasm and interesting perspectives to our world.

Not to mention that he might just write more than I do, which could take some of the heat off . . .

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Grand Theft Flight Simulator

(From the Archive – 2/18/06)

Take a Little Trip, Take a Little Trip With Me

To the cool, cool water of the semi-pirateless Caribbean . . . In reality, my only excursion to the region was a week on St. Martin / Sint Maarten for my honeymoon, most of which was spent lounging at the Sunset Beach Bar on the beach, the one with some of the best airplane watching anywhere in the world.

(For those familiar with the island that know of Orient Beach – find your own link – the answers to your three questions are "Yes", "No, are you kidding?!?", and "Unfortunately, mostly wrinkled old German men.")

First thing Monday morning, however, I’m going to have to make a virtual return to the area, this time to take a look at the presumably fictional Cabo Cay, thanks to one of the more interesting and original Flight Sim add-ons to come out in recent memory, Smugglers of the Caribbean.

A few bits from their press release:

"Smugglers of the Caribbean – Cabo Key" is an add-on package set in the Caribbean on a small uncharted island just north of Havana. It is part 1 of a multi part series of add-on aircraft & scenery packages which will all be set in the greater Caribbean Area and will all tie in with each other. For us it was important to provide a full simming add-on “package” to MSFS2004 rather than merely a scenery or an aircraft. Our package includes a rideable ground vehicle, a boat and an aircraft and of course scenery and something to do. Smugglers of the Caribbean gives you an uncomplicated set of wings, set in a visually realistic environment.

When doing smuggle runs take off from base and rendezvous with the Pan Americana, a cargo vessel used by the clan to smuggle contraband to Europe. Drop your cargo and get back to base. Be sure to stay under flight level 1000 to avoid detection by radar, yet be aware of Coast Guard vessels patrolling the area. Once a month you have to take a boat ride to Miami or to one of the close-by islands to get spares and supplies.

This package includes photo textured scenery of Cabo Island, with its short and challenging landing strip, a Cessna Caravan 675, a "Gofast boat" and a 500cc Quad ATV. Also included is the Pan Americana, anchored a 30 minute flight north of Cabo Key, waiting for your delivery and AI traffic flying to and from your island such as Coast Guard patrol boats patrolling the area.

When my friend, flight sim texture genius and fairly new Horizon pilot Justin Lamb sent me the link, my first thought was that maybe my other friend Bill Lyons (creator of some of my all-time favorite add-ons) had finally turned evil or been replaced by a Bizarro version of himself. (Bill’s add-ons always include a boat or a car, some great scenery, etc, but they tend to involve roughly 100% less smuggling.)

If anyone has a clever religious metaphor that they’re not using about how and why the Lamb made me think of the Lyons, let me know. Otherwise, lets call it coincidence and move on.

Anyway . . . My second thought was how strange it was that they’d happened to use one of our rejected marketing slogans, inspired by the new FSX missions system we’ve been working on: Flight Simulator X: Something to Do.

My third thought was about how excited my friend Jim (not that one, the other one) is going to be when he sees this. (It’s not Orient Beach (with or without the wrinkles) Jim, but it is a step in that direction. Give my love to Donna!)

My fourth and final thought, so far, was the absolute unadulterated (pun intended?) joy I will feel when I submit an official Microsoft expen$e report (product research) on Monday for €25, payable to Pimp Aviation.

I can’t wait to put these guys on our Beta.

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Is There Anybody Going to Listen to My Story?

(From the Archive – 2/15/06)

That hasn’t already read it on Jason’s ridiculously prolific blog, that is?

If so, then run for your life on over to Pixelpoke, and read a great and generous bit about some of my work on FS2004.

Jason, you are too kind.

In writing, anyway. Now get back to work and art me up some more FSX!

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Weather or Not

(From the Archive – 2/3/06)

A lot of people have posted wish list threads and sent in suggestions for things they’d like to see in the next version of Flight Sim. Most of us that work on it do the same thing. Our internal wish lists usually, but not always, start with bugs that were postponed from last time.

One of the individual features I was most heavily involved with on FS2004 was weather. In fact, tdragger blames me for the ugly way that visibility layers interact with terrain. I fought for that, and, yes, I’d do it again, because, bad as it was, it was better than not seeing anything at all . . . which was the only other choice.

The fact that tdragger, as the program manager in charge of weather at that time, was the only one with the actual authority to make the choice to go with my recommendation is inconvenient, and I won’t bring that up here . . . Instead, I take my share of the responsibility with pride. Fire away!

Anyway, Blogger-in-Chief Jason Waskey just sent me back an old email of mine in which I listed, hastily, my personal "Top 10" (that naturally goes to 11) wishes for weather in FSX, and suggested I post it here.

How many, if any of these changes will we get in this version, or the next, or the one after that?

I can’t say.

When I say I can’t say, I don’t mean it like I can’t say big words like "deoxyribonucleic", "obtufiscation", and "mayonnaisse".

I also don’t mean "I could say, but I won’t, because I enjoy keeping secrets". I mean I can’t say because A) some information hasn’t been announced, and 2) for some of these, I just don’t know yet.

With all that baggage put out there, here’s my Weather Wish List, in no particular order:

  1. “Real” overcast – full on 8/8 coverage with no holes.
  2. Better interaction – visibility + terrain.
  3. Gradual transitions in and out of visibility layers.
  4. Multiple visibility layers.
  5. Improved precipitation curtains (ie, no more curtains.)
  6. Falling precipitation affected by wind.
  7. No more impostors (2d "walls" of distant clouds that we draw when 3D cloud percentage is less than 100%), even on low-end. 
  8. Fog when METARS demand.
  9. Rainbows.
  10. Wind smoothing ala FSUIPC.
  11. Better forming / dissipation effects for clouds.

Time will tell, but wouldn’t it be nice . . . ?

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